Why is not having a dungeon finder important to socialization?
sure it adds more work as in LFG, and a channel just for that, but why is seeing lfg tells something that you want to see spammed?
People find their group and can socialize.
I agree games should be more social and more group oriented (which would mean its either niche and challenging content or esay face roll group content, but requiring a group nonetheless, unless its a raid), but why is removing the functioning of spamming lfg considered bad?
So another possible issue of catering to the masses - easy group content which forces people to form groups before they play - and maybe still making it easy when only in a group
Or addings challenging content even for groups and really making it a niche game ontop of the reuiqrement of forming groups.
still a group finder in an mmo that requires grouping to pve does not affect socialization. Im still trying to understand why spamming lfg is important.
Yeah, its like the old days of no auction house...sitting in town spamming your buy item or sell item over and over, with a hundred other people doing the same lol.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
Originally posted by VengeSunsoar People arguing for years is no way indicative that they were right it merely indicates that the genre is still heating in a direction they don't like and they still want to argue.
Also the quests do not need to be soloable for the least soloable class. People just need to be aware that some classes will do some things better than others
It should be obvious after all these years that the people who said MMORPGs had taken a wrong turn were right as the genre isn't heading anywhere - it's slowly sinking - as shown by the lack of aaa development
Obviously they do. If a certain class can't follow the single linear quest chain then they'd be stuck wouldn't they.
Every MMO is a multiplayer game? Why do you need to be so anti-social to be forced to be social with people?
Asheron's call was old and a heavy solo oriented experience, but everyone was smart enough and social enough to group up. We got exp bonuses for it, but was about as fast as a solo experience.
In WoW, I grouped grinded and leveled faster that way...just grouped for quests and what not that most people did solo. We did them faster, but it came out to be as fast as a solo experience like in asheron's call.
Just because you aren't forced to group, doesn't mean you can't group lol...what the lamest excuse that isfor forcing their gameplay upon others.
Asheron's Call was one of the old style games where
1) you could level off mobs
2) the content wasn't linear so if you had a group you could level off tougher mobs
I'm not saying people should be forced to group - i'm mostly a solo explorer type myself - I'm explaining why games with a single linear quest chain have an underlying logic which has lead to the current stagnation.
Originally posted by VengeSunsoar People arguing for years is no way indicative that they were right it merely indicates that the genre is still heating in a direction they don't like and they still want to argue.
Also the quests do not need to be soloable for the least soloable class. People just need to be aware that some classes will do some things better than others
It should be obvious after all these years that the people who said MMORPGs had taken a wrong turn were right as the genre isn't heading anywhere - it's slowly sinking - as shown by the lack of aaa development
Obviously they do. If a certain class can't follow the single linear quest chain then they'd be stuck wouldn't they.
Last I checked, GW2 / SWTOR / WoW / ESO all have expansions coming out soon / or came out recently.
So WTF are you talking about?
It shows what PvP games are really all about, and no, it's not about more realism and immersion. It's about cowards hiding behind a screen to they can bully other defenseless players without any risk of direct retaliation like there would be if they acted like asshats in "real life". -Jean-Luc_Picard
Life itself is a game. So why shouldn't your game be ruined? - justmemyselfandi
Why is not having a dungeon finder important to socialization?
sure it adds more work as in LFG, and a channel just for that, but why is seeing lfg tells something that you want to see spammed?
People find their group and can socialize.
I agree games should be more social and more group oriented (which would mean its either niche and challenging content or esay face roll group content, but requiring a group nonetheless, unless its a raid), but why is removing the functioning of spamming lfg considered bad?
So another possible issue of catering to the masses - easy group content which forces people to form groups before they play - and maybe still making it easy when only in a group
Or addings challenging content even for groups and really making it a niche game ontop of the reuiqrement of forming groups.
still a group finder in an mmo that requires grouping to pve does not affect socialization. Im still trying to understand why spamming lfg is important.
I think people list the things they remember *which made the zones feel more alive* but it's that feeling that is the actual issue rather than the details.
For example in EQ you might have someone offering teleports, someone selling crafted armor, some LFG, some asking about where a quest mob spawned etc. All those things have been "improved" in later games but at the cost of making hte world feel less alive. That doesn't mean you necessarily have to go back on any of those individual changes but something needs to be added to compensate for the alive feeling.
Originally posted by VengeSunsoar People arguing for years is no way indicative that they were right it merely indicates that the genre is still heating in a direction they don't like and they still want to argue.
Also the quests do not need to be soloable for the least soloable class. People just need to be aware that some classes will do some things better than others
It should be obvious after all these years that the people who said MMORPGs had taken a wrong turn were right as the genre isn't heading anywhere - it's slowly sinking - as shown by the lack of aaa development
Obviously they do. If a certain class can't follow the single linear quest chain then they'd be stuck wouldn't they.
Last I checked, GW2 / SWTOR / WoW / ESO all have expansions coming out soon / or came out recently.
So WTF are you talking about?
Just showing how the people who were right have got smugger over the years while the people who were wrong have got touchier.
On the part about grouping tools, social interaction is key to making a memorable MMORPG and it can't be just any social interaction either. It must be a form of mutual cooperation to overcome some kind of challenge. Lobby gaming tools are really solo play tools, because players didn't have to interact with anyone to get the thing started. Getting into the dungeon was the result of interacting with a machine, not another person.
The entire reason MMORPGs focusing on solo play have all gone free to play is because they do not try to do anything that couldn't be accomplished in a single player game. A single player game with optional multiplayer can run circles around an MMORPG trying to do the same. To justify the subscription fee, MMORPGs need to do something different from single player games, and that means looking more towards the classics for future inspiration than WoW.
To me an MMO is the ultimate single player game. It offers everything. Solo play when I want it. Grouping when I feel like it. Just socializing also when I feel like it. I really don't care about massive rewards for grouping because I'm not in a race. Solo leveling can be more of a challenge then group leveling.
If you really only want to group just join a guild that matches your play style, there are lots of them out there. With published events of the content they're going to do, well organized, willing to help you when you need it as long as you do the same. Guilds for old timers who want to talk about the good old days while they level. Groups for the younger crowd who want to race through content then move the guild to the next best MMO. PvE, Pvp, Role Play guilds. It's all out there.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Comments
Yeah, its like the old days of no auction house...sitting in town spamming your buy item or sell item over and over, with a hundred other people doing the same lol.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
It should be obvious after all these years that the people who said MMORPGs had taken a wrong turn were right as the genre isn't heading anywhere - it's slowly sinking - as shown by the lack of aaa development
Obviously they do. If a certain class can't follow the single linear quest chain then they'd be stuck wouldn't they.
Asheron's Call was one of the old style games where
1) you could level off mobs
2) the content wasn't linear so if you had a group you could level off tougher mobs
I'm not saying people should be forced to group - i'm mostly a solo explorer type myself - I'm explaining why games with a single linear quest chain have an underlying logic which has lead to the current stagnation.
Last I checked, GW2 / SWTOR / WoW / ESO all have expansions coming out soon / or came out recently.
So WTF are you talking about?
It shows what PvP games are really all about, and no, it's not about more realism and immersion. It's about cowards hiding behind a screen to they can bully other defenseless players without any risk of direct retaliation like there would be if they acted like asshats in "real life". -Jean-Luc_Picard
Life itself is a game. So why shouldn't your game be ruined? - justmemyselfandi
I think people list the things they remember *which made the zones feel more alive* but it's that feeling that is the actual issue rather than the details.
For example in EQ you might have someone offering teleports, someone selling crafted armor, some LFG, some asking about where a quest mob spawned etc. All those things have been "improved" in later games but at the cost of making hte world feel less alive. That doesn't mean you necessarily have to go back on any of those individual changes but something needs to be added to compensate for the alive feeling.
Just showing how the people who were right have got smugger over the years while the people who were wrong have got touchier.
On the part about grouping tools, social interaction is key to making a memorable MMORPG and it can't be just any social interaction either. It must be a form of mutual cooperation to overcome some kind of challenge. Lobby gaming tools are really solo play tools, because players didn't have to interact with anyone to get the thing started. Getting into the dungeon was the result of interacting with a machine, not another person.
The entire reason MMORPGs focusing on solo play have all gone free to play is because they do not try to do anything that couldn't be accomplished in a single player game. A single player game with optional multiplayer can run circles around an MMORPG trying to do the same. To justify the subscription fee, MMORPGs need to do something different from single player games, and that means looking more towards the classics for future inspiration than WoW.
And yes they would be stuck till they got help. But they would know that from the start.
To me an MMO is the ultimate single player game. It offers everything. Solo play when I want it. Grouping when I feel like it. Just socializing also when I feel like it. I really don't care about massive rewards for grouping because I'm not in a race. Solo leveling can be more of a challenge then group leveling.
If you really only want to group just join a guild that matches your play style, there are lots of them out there. With published events of the content they're going to do, well organized, willing to help you when you need it as long as you do the same. Guilds for old timers who want to talk about the good old days while they level. Groups for the younger crowd who want to race through content then move the guild to the next best MMO. PvE, Pvp, Role Play guilds. It's all out there.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey